ON DEFENSE · Ravager
Burrow tower
Every fifth attack deals 50%/100%/200%/400% bonus damage to its target and in a 1/1/2/3-hex earthquake around that target.
THE FIELD NOTES · CRITTERFRONT
Nightveil on the march. Ravager at home. Get to know both sides of this creature.

Wyrm belongs to Nightveil on attack and Ravager on defense. Buying one family gives you both combat forms.
The tower has a two-hex minimum range as well as a four-hex maximum range. An enemy immediately beside it can therefore sit inside its dead zone. Its marcher burrows while moving and normally bypasses blockers, with Hermit King's taunt an important exception.
Plan a team with Wyrm ↗ON DEFENSE · Ravager
Every fifth attack deals 50%/100%/200%/400% bonus damage to its target and in a 1/1/2/3-hex earthquake around that target.
ON ATTACK · Nightveil
Burrows for 1/1.5/2/3s, becoming untargetable while continuing toward the Nexus, then waits 6/5/4/2s after emerging before burrowing again.
| Stat | Defending tower | Attacking marcher |
|---|---|---|
| Health | 125 | 170 |
| Attack damage | 30 | 22 |
| Basic attacks / second | 1 | 1 |
| Range (hexes) | 4 | 1 |
| Minimum range (hexes) | 2 | — |
| Splash radius (hexes) | 0 | 0 |
| Armor | 8 | 8 |
| Magic resistance | 6 | 6 |
| Movement speed (hexes / second) | Anchored | 0.625 |
| Nexus damage | — | 2 |
| Body | Ground tower | Ground |
| Normal attack | Yes | Yes |
Catalog attack values can remain nonzero when an ability disables normal attacks. Attack × APS is not a damage forecast. Ability effects, stars, synergies, resistances, and round modifiers change combat outcomes.
2 families: marchers are Veiled against distant direct targeting until Revealed. 4 families: additionally disable one nearby random enemy turret for 2s every 6s. 5 families: reduce that shared cooldown to 2s.
2 families: a Ravager tower kill orders another Ravager tower to make an immediate 60% bonus attack. 4 families: that attack increases to 100%. 5 families: it increases to 200% damage (shared 2s cooldown).
These are shared-synergy options, not a tested win-rate ranking. Only distinct deployed families count; bench units and summons do not add members.
Two matching copies at the same star merge into the next star. Stars I, II, III, and IV represent 1, 2, 4, and 8 copies. Health scales by 1×, 1.7×, 2.8×, and 4.5×; attack scales by 1×, 1.6×, 2.5×, and 4×. Nexus damage increases by one at each star after I. Each ability uses its own values listed above.
Generic star scaling does not increase armor, magic resistance, range, or basic attack speed. Learn the recruiting and merging loop or read about tower and marcher positioning.